The Assimilation Monitoring Project is a highly scalable discovery-driven monitoring system. It integrates continuous discovery of servers, services, service dependencies, switch connections, and lots of other things into the monitoring process. The discovery is "stealthy" and will never set off any network security alarms. Adding servers doesn't measurably increase monitoring load, and the system is expected to easily scale into the 100K server range. The discovery work is distributed among all the nanoprobes (agents), which run scripts that spit out JSON. The central system (CMA) stores these strings and runs optional plugins to create graph nodes.
cmocka is a unit testing framework for C with mock objects. There are a variety of C unit testing frameworks available supporting different platforms and compilers. Some development requires a lot of different compilers and older versions, which makes it difficult to use unit testing frameworks. The idea of CMocka is that a test application only requires the standard C library and CMocka itself to minimize the conflicts with standard C library headers, especially on a lot of different platforms.
ivykis is a library for asynchronous I/O readiness notification. It is a thin, portable wrapper around OS-provided mechanisms such as /dev/poll, epoll_create(2), kqueue(2), poll(2), and port_create(3C). ivykis was mainly designed for building high-performance network servers, but can be used as building block for any kind of event-driven application that uses poll(2)able file descriptors as its inputs.
UniCC, (Universal Compiler-Compiler) is a powerful LALR(1) parser generator and language development system for computer professionals. It serves as an all-round design and build tool assisting compiler writers in any parsing-related task, including production quality compiler construction and the implementation of domain specific languages. It unifies an integrated generator for lexical analyzers and a powerful LALR(1) parser generator into one software solution. The programming interface is a rich, extendable, and innovative BNF-based grammar definition language for expressing context-free grammars.
mod_pLua is an Apache HTTP Server 2.x module for developing Web applications with Lua. With mod_pLua, you can use Lua for scripting in two distinct ways; Embedded Lua scripting, <?lua print("Hello, world!") ?>, or plain Lua scripting with a CGI-style interface. mod_pLua precompiles all scripts and caches the compiled binary code so that each new call to the same file will be lightning fast, allowing you to serve hundreds of thousands of requests per minute on any modern server. Mod_pLua supports both the traditional Lua interpreter as well as LuaJIT for both Windows and UNIX platforms. If your Web server supports it, mod_pLua also utilizes APR_DBD and mod_dbd to handle persistent database connections through the dbopen() Lua function.
Nerd is an attempt to create a cross-platform scripting language that is based on Scheme and easy to embed, extend, and use. It's currently used in video game projects and is interpreted only. There are definite future plans to add a byte-code compiler and VM to it and to write proper documentation.
Gibbon is a graphical client for playing backgammon online on the First Internet Backgammon Server or servers that use the FIBS protocol. It is platform-independent, using GTK+ for its user interface. It also contains a converter for different match formats. Currently supported are the Smart Game Format, JellyFish, and JavaFIBS.
crunch/crnlib is a lossy texture compression tool and library for developers that distributes and uses content in the DXT1/5/N or 3DC/BC5 compressed mipmapped texture formats. crnlib can compress mipmapped 2D textures and cubemaps to .8-1.25 bits/texel, and normal maps to 1.75-2 bits/texel. crnlib's quality and performance is competitive to transform-based solutions, or other offline/real-time DXTn compressors such as squish or ATI_Compress. crnlib implements a new form of "clustered" DXTn compression, with a compressed texture data format that was carefully designed to be very quickly transcodable directly to raw DXTn texture bits with no intermediate recompression step or individual pixel-level operations. The typical single threaded transcode to DXTn rate is equivalent to 100-250 megatexels/sec. Fast random access to individual mipmap levels is supported.